function GM:PlayerSpawn(pl)
	self.BaseClass:PlayerSpawn(pl)
	pl:StripWeapons()
	RunConsoleCommand("mad_damagemul", 2)
	RunConsoleCommand("sim_accuracymul", 1)
	RunConsoleCommand("mad_recoilmul", 1.5)
	RunConsoleCommand("sim_walk_speed", 180)
	RunConsoleCommand("sim_run_speed", 100)
	pl:Give("weapon_ins_sim_kabar")
	EnergySet(pl, 100)
end

/*
function GM:PlayerInitialSpawn(pl)

end
*/
function AddSP()
	//table.insert(positions,"table.insert(positions,Vector(" .. ply:GetPos().x .. "," .. ply:GetPos().y .. "," .. ply:GetPos().z .."))")
end

function GM:GetFallDamage(ply, flFallSpeed)
	if (IsValid(ply)) then
		return flFallSpeed
	end
end

function GM:PlayerDeath(pl, a, b)
	for k, v in pairs(pl:GetWeapons()) do
		local e = ents.Create(v:GetClass())
		if IsValid(e) then
			e:SetPos(pl:GetPos() + Vector(math.random(0,50),math.random(0,50),math.random(0,100)))
			e:Spawn()
		end
	end
	self.BaseClass:PlayerDeath(pl, a, b)
end

function GM:PlayerSpray( ply )
	return true
end